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May the Lesser Man Win

Parallels between boxing’s latest debacle and modern-day fighting game design

13 June 2012 by Jett Landicho

The boxing world is abuzz over the latest scandal to hit the sport. Despite all of the quantifiable and empirical evidence that could be used to indicate Manny Pacquiao was the better fighter in his bout against Timothy Bradley, he lost due to a random element of ‘boxing game design’, for lack of a better term.

In the event where a bout goes the distance, and a victor is not decided upon by KO or TKO, the victor will be determined by a three judge panel who have subjectively scored the fight on a round-by-round basis. On this particular night, the overwhelming opinion among the viewing public that Pacquiao easily won the fight did not jive with the judges scorecards, which indicated Bradley as the victor via split-decision. Though the best competitors can lose to lesser opponents in any given sport at any given time due to the natural randomness that occurs in competition, it’s infuriating for it to occur due to an ‘artificial’ random factor such as judging. Unless mankind is willing to go to inhumane lengths to determine a fair-and-square winner, this will forever be a reality of the sport.

In the early days of the fighting game genre, random factors weren’t built into the design. The victor was almost entirely determined by skill. This sport-like nature of the genre skyrocketed it to the forefront in the early 90s, but it also brought with it a fundamental game design challenge. Most video game publishers want to create experiences that will sell to the largest possible audience. However, as fighting games became more dependent on skill, most casual players or potential players abandoned the genre completely, leaving only a small minority of hardcore players to support it. How do you create a fun fighting game experience for players of all skill-levels? Early fighting games didn’t come up with an answer to this conundrum, which was a key contributor to the implosion of the genre.

Today, fighting game creators (particularly Capcom) are going beyond the standard implementation of matchmaking as a means of leveling the playing field. Most modern fighting games feature systems akin to the blue shell in the Mario Kart franchise as a means of keeping battles competitive between players of disparate skill levels. While these additional gameplay mechanics deserve some credit for the current fighting game renaissance, it can also be debated that these mechanics level the playing field in a way that undermines the fundamental element of skill.

For example, the Ultra Combo in Street Fighter IV rewards losing players with a haymaker that can turn a blowout loss into an upset win in the blink of an eye. The X-Factor in Marvel vs. Capcom 3 gives players the equivalent of an instant steroid boost that could make one character strong enough to demolish an entire team in seconds. The Gem system in Street Fighter X Tekken is the most controversial of the bunch, as players have found overpowered gems that compromise other fundamental gameplay systems. Some of the most overpowered gems in the game make the skill of defense unnecessary, as the auto block and auto throw escape gems can take care of that for you.

Though the overall impact of these field-leveling mechanics varies from game-to-game, they all open the door for Pacquiao vs. Bradley style scenarios, where the lesser competitor can steal wins thanks to artificial factors beyond the natural randomness of competition. At their best, they have somewhat helped to bridge the gap between expert players and everyone else. At their worst, losing to these systems in a fighting game is like losing a Mario Kart race you were once dominating, thanks to a random red or blue shell taking you out just before crossing the finish line.

Where you stand on the matter will ultimately depend on how much you value the element of skill in these types of games. As a competitive fighting game player that has competed in a few tournaments, I generally derive most of my fun and as a fighting game player from it. Nothing for me beats the joy of investing the time and effort to develop my technique, then proving it in the heat of battle. I enjoy it when I pass the test, but I also derive enjoyment from losing to a better opponent, and analyzing the things that set that person apart. Because of the level of importance I put on this, I don’t want to see it compromised by a field-leveling mechanic that only exists to give lesser-skilled opponents a fighting chance against those who really put the time and effort in to be good.

With that said, the value I place on skill also varies between fighting games. Street Fighter IV and Marvel vs. Capcom 3 are my bread and butter games for competitive play, but I like playing Skullgirls for fun. Unfortunately, every time I boot up that game to play online, I get smoked by a seemingly endless stream of players that take it way more seriously than I do. Without any sort of field-leveling mechanics to rely on, I’m pretty much screwed unless I’m willing to dedicate myself to getting better. Most players in this situation would simply give up before they reached a point where they could be competitive at the bottom of the matchmaking ladder.

Finding the right balance between eSport and mass appeal game is tricky. If the emphasis on skill is too high, then the casual player base will abandon your game, just like they did in the mid 90s when the pros drove everyone out of town. If the emphasis on random elements is too high, such as the current state of Street Fighter X Tekken, then the core players will abandon your game for something else that better rewards their dedication. Though it may be too late to refine the balance of boxing beyond the hiring of better judges, finding the a better balance between accessibility and skill in fighting games is something that’s still achievable.

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This topic contains 6 replies, has 5 voices, and was last updated by  fleshBasedProcessor 11 months ago.

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June 13, 2012 at 8:53 am #10990

Jett Landicho

The boxing world is abuzz over the latest scandal to hit the sport. Despite all of the quantifiable and empirical evidence that could be used to indicate Manny Pacquiao was the better fighter in his bout against Timothy Bradley, he lost due to a random element of ‘boxing game design’, for lack of a better term.

[See the full post at: May the Lesser Man Win]


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June 14, 2012 at 10:32 am #11035

Jsick

Very nice writeup about a very interesting and true topic. I think the “blue shell” of fighting games is actually a 100% good thing for two reasons. The first is one that you touched on already: it gives gamers of lesser skill an opportunity to roll with better gamers, and thus learn more about the game’s mechanics and strategies. The second is that it gives pro players something new to learn. The Ultra Combo is SFIV is a perfect example of this: skilled players will not only be aware of their opponents use of the combo, but they will use it to their advantage when they get one too. It’s just another part of the game for a player to master. On top of this, some of these options can be turned off (I believe you can opt to not use Gems in SFxT, if I’m not mistaken), so the traditional battle is still there for tournament purists.
Very neat piece, and something that I hadn’t really thought of before.


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June 14, 2012 at 12:49 pm #11042

Ben Daniels

I was a huge fan of the GEM system’s potential when I first picked up SFxT. Unfortunately it had some serious balance issues, which you are totally on-point about Jett. It’s unfortunate, because it wasn’t a bad idea, just a poorly executed one.

Being a “low tier” player I can appreciate mechanics that keep fights from being a total blowout, but they had to know an auto-block gem was a terrible plan.

@JSick I believe the gem disabling is planned for the tournament DLC. I actually ended up trading in SFxT after the “Rolento crash bug” surfaced, because Capcom said it would be over a month before a fix. I got some decent trade credit on Glyde and now I’m back to SSFIV2012 and BlazBlue CSE


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June 14, 2012 at 11:11 pm #11045

Jett Landicho

@Jsick – Not sure if you’ve checked out Splitkick in the past, but I definitely recognize you from my blog. Thanks for coming over to Splitkick to check out the post! There’s a lot of awesome content here, so definitely check out everything else Team Splitkick has to offer if you haven’t been here before.

As far as the implementation of the “blue shell” in fighting games, my acceptance of it really depends on how it’s implemented. I agree that in the case of Street Fighter IV, it’s probably the best implementation of it to date. While it can quickly change the complexion of the fight, it’s far from a “win button”. Landing an Ultra Combo in Street Fighter IV does take skill (or a screw-up from your opponent), as the vast majority of them are high-risk maneuvers that can easily cost you a match if you mess them up.

However, the gems in Street Fighter X Tekken are a mess. To clarify your’s and Ben’s points, the Tournament DLC came out awhile ago, but it does not allow you to choose opponents that aren’t using gems. Going into the online mode without a gem load-out is only handicapping yourself. Capcom has said recently that they’re looking to shake things up in a big way, so we’ll how far they’re willing to go to restore order.


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  • This reply was modified 11 months, 1 week ago by  Jett Landicho.
June 17, 2012 at 11:18 pm #11056

Daniel Tolin

Revenge machanics: The destruction of the fighting genre.

I was excited for DoA 5 even, until I heard that even Team NINJA introduced a revenge mechanic.


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June 19, 2012 at 2:45 am #11071

Peter

To get more playes into the fighting genre, drop to heavy chain-combo stuff, and try something else. More combo, and longer combos does not equal deeper gameplay/strategy.

I belive that fighting games are great, but if you have played one , you have play all…. not true, but close. ( ha ha could be true for any genre..)

There is just too little evolution in the system, that they use.

Just a few thoughts here.

Why not let players one button block anything 3 times, and make it a cool-down power ?

Why not let the play charge up any attack, so every attack could mean something ?

I did like the look of the last mortal combat, but i did not buy it sooo…

I did enjoy Toribash, thats still fun to play ;-)


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June 23, 2012 at 2:31 pm #11178

fleshBasedProcessor

Peter:
To get more playes into the fighting genre, drop to heavy chain-combo stuff, and try something else. More combo, and longer combos does not equal deeper gameplay/strategy.

I belive that fighting games are great, but if you have played one , you have play all…. not true, but close. ( ha ha could be true for any genre..)

There is just too little evolution in the system, that they use.

Just a few thoughts here.

>Why not let players one button block anything 3 times, and make it a cool-down power?

By using this, you could block one mix up for free, completely removing the skill needed to stop your opponents pressure. Sure, you would still be vulnerable to throw mixups, and there would be a strategy to making your opponent waste it, but this idea is almost identical to the auto-block gem, and the article clearly explains what competitive players think of that.

> Why not let the play charge up any attack, so every attack could mean something?

I’m not sure what you mean here. If you mean charge up an attack some time before using it, then the game would focus on knocking your opponent down as much as possible so you could charge (boring), or wouldn’t be used at all because being completely vulnerable is a state you never want to put yourself in. If you mean holding down a button to make the attack stronger, than releasing it to attack it would almost never be used. Lots of games have that feature. SSF4′s Focus Attack, which is pretty much only used as a counter because of its one hit of armor. Smash Brothers’ smash attacks. The advantage of more damage is almost never worth the tradeoff of giving your opponent more time to react.

I’m not saying that none of you ideas could work. I’m just pointing out how easy it is to have unintended effects when you add something to the fighting game genre.The reason the fighting game hasn’t changed much is because it works really well. I want change too, but it isn’t as easy as “Hey, lets throw a bunch of crazy ideas at it!”. That is how you get games like Street Fighter x Tekken.


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